public void FailRunningEngineWhenBrakesFailed() { CarSystem carsystem = new CarSystem(maxspeed); Action myAction = new Action(carsystem.brakes_failed_engine_running_test); ExceptContractFailure(myAction); }
public void FailToReleaseBrakesWhenEngineFailed() { CarSystem carsystem = new CarSystem(maxspeed); Action myAction = new Action(carsystem.engine_failure_brakes_good_not_applied_test); ExceptContractFailure(myAction); }
public void ApplyBrakesWhenEngineFailed() { CarSystem carsystem = new CarSystem(maxspeed); Action myAction = new Action(carsystem.engine_failure_brakes_good_applied_test); ExpectNoContractFailure(myAction); }
public void StartEngineWithKey() { CarSystem carsystem = new CarSystem(maxspeed); Action myAction = new Action(carsystem.key_with_key_test); ExpectNoContractFailure(myAction); }
public void FailToStartEngineWithoutKey() { CarSystem carsystem = new CarSystem(maxspeed); Action myAction = new Action(carsystem.key_withdrawn_test); ExceptContractFailure(myAction); }
public void OilPresHighShowDashboardLight() { CarSystem carsystem = new CarSystem(maxspeed); Action myAction = new Action(carsystem.oil_pressure_high_dashboard_light_test); ExpectNoContractFailure(myAction); }
public void TurnOffEngineWhenBrakesFailed() { CarSystem carsystem = new CarSystem(maxspeed); Action myAction = new Action(carsystem.brakes_failed_engine_off_test); ExpectNoContractFailure(myAction); }
public void FailPetrolLowShowDashboardLight() { CarSystem carsystem = new CarSystem(maxspeed); Action myAction = new Action(carsystem.petrol_low_fail_dashboard_light_test); ExceptContractFailure(myAction); }
public void PetrolLowShowDashboardLight() { CarSystem carsystem = new CarSystem(maxspeed); Action myAction = new Action(carsystem.petrol_low_dashboard_light); ExpectNoContractFailure(myAction); }
public void init() { m_shipSystem = new ShipSystem(); m_carSystem = new CarSystem(); m_shipSystem.setSystem(m_carSystem); }
public void SetControl(CarSystem car) { EventTrigger leftButton = turnLeftButton.AddComponent <EventTrigger>(); EventTrigger rightButton = turnRightButton.AddComponent <EventTrigger>(); //Устанавливаем управление для правой кнопки (нажатие) EventTrigger.Entry entryRightDown = new EventTrigger.Entry(); entryRightDown.eventID = EventTriggerType.PointerDown; entryRightDown.callback.AddListener((data) => { OnPointerDownRightDelegate((PointerEventData)data, car); }); rightButton.triggers.Add(entryRightDown); //Устанавливаем управление для левой кнопки (нажатие_ EventTrigger.Entry entryLeftDown = new EventTrigger.Entry(); entryLeftDown.eventID = EventTriggerType.PointerDown; entryLeftDown.callback.AddListener((data) => { OnPointerDownLeftDelegate((PointerEventData)data, car); }); leftButton.triggers.Add(entryLeftDown); //Устанавливаем управление для кнопок (отпускание) EventTrigger.Entry entryUp = new EventTrigger.Entry(); entryUp.eventID = EventTriggerType.PointerUp; entryUp.callback.AddListener((data) => { OnPointerUpDelegate((PointerEventData)data, car); }); leftButton.triggers.Add(entryUp); rightButton.triggers.Add(entryUp); }
public void FailOilTempHighShowDashboardLight() { CarSystem carsystem = new CarSystem(maxspeed); Action myAction = new Action(carsystem.oil_temp_high_fail_dashboard_light_test); ExceptContractFailure(myAction); }
public void GoToMaximumSpeedAndBackDownToZero() { CarSystem carsystem = new CarSystem(maxspeed); Func <int> myFunc = new Func <int>(carsystem.go_to_maximum_speed_and_to_zero_test); Assert.AreEqual(0, myFunc()); }
public void FailToGoAboveTheMaximumSpeed() { CarSystem carsystem = new CarSystem(maxspeed); Func <int> myFunc = new Func <int>(carsystem.failed_to_go_above_maximum_speed_test); int result = myFunc(); Assert.AreEqual(maxspeed, myFunc()); }
void OnCollisionStay(Collision col) { if (Input.GetKeyDown(KeyCode.E) && vehicle == null) { CarSystem car = col.gameObject.GetComponent <CarSystem>(); if (car != null) { car.playerIn = true; followCamera.target = car.gameObject.transform; followCamera.distance = 6; followCamera.height = 3; vehicle = car.gameObject; selfCollider.enabled = false; GetComponent <CharacterMotorN>().canControl = false; GetComponent <CharacterController>().enabled = false; vehicleType = VEHICLE_TYPE.Car; playerWeapon.canShoot = false; render.SetActive(false); return; } Helicopter_Main helicopter = col.gameObject.GetComponent <Helicopter_Main>(); if (helicopter != null) { helicopter.playerIn = true; followCamera.target = helicopter.gameObject.transform; followCamera.distance = 30; followCamera.height = 10; vehicle = helicopter.gameObject; selfCollider.enabled = false; GetComponent <CharacterMotorN>().canControl = false; GetComponent <CharacterController>().enabled = false; vehicleType = VEHICLE_TYPE.Helicopter; playerWeapon.canShoot = false; render.SetActive(false); return; } Aircraft_MAIN aircraft = col.gameObject.GetComponent <Aircraft_MAIN>(); if (aircraft != null) { aircraft.playerIn = true; followCamera.target = aircraft.gameObject.transform; followCamera.distance = 10; followCamera.height = 5; vehicle = aircraft.gameObject; selfCollider.enabled = false; GetComponent <CharacterMotorN>().canControl = false; GetComponent <CharacterController>().enabled = false; vehicleType = VEHICLE_TYPE.Aircraft; playerWeapon.canShoot = false; render.SetActive(false); return; } } }
// Update is called once per frame void Update() { if (vehicle != null) { switch (vehicleType) { case VEHICLE_TYPE.Car: transform.position = vehicle.transform.position + Vector3.up; break; case VEHICLE_TYPE.Helicopter: transform.position = vehicle.transform.position + Vector3.up * 2; break; case VEHICLE_TYPE.Aircraft: transform.position = vehicle.transform.position + Vector3.up * 1.2f; break; } if (Input.GetKeyDown(KeyCode.Escape)) { CarSystem c = vehicle.GetComponent <CarSystem>(); if (c != null) { c.playerIn = false; } Helicopter_Main h = vehicle.GetComponent <Helicopter_Main>(); if (h != null) { h.playerIn = false; } Aircraft_MAIN a = vehicle.GetComponent <Aircraft_MAIN>(); if (a != null) { a.playerIn = false; } CONFIG.ThirdPersonCamera.GetComponent <SmoothFollowScript>().target = transform; vehicle = null; selfCollider.enabled = true; GetComponent <CharacterMotorN>().canControl = true; GetComponent <CharacterController>().enabled = true; playerWeapon.canShoot = true; render.SetActive(true); } } }
public void SpawnCar() { currentManager?.DeactivateCurve(); //instantiate manager GameObject newCurve = Instantiate(carManager); //get spawn manager componenet CarSystem curveManager = newCurve.GetComponent <CarSystem>(); //set car prefab curveManager.carPrefab = cars[carSelectionDropdownUI.value]; //set manager to this curveManager.curveSpawner = this; //set gizmo camera curveManager.gizmoCamera = gizmoCamera; //enable manager curveManager.ActivateCurve(); //add to list of current managers managers.Add(newCurve); }
public void setSystem(CarSystem g) { // set system }
// Use this for initialization void Start() { carro = transform.parent.gameObject.transform.parent.gameObject.GetComponent <CarSystem>(); }
void OnPointerUpDelegate(PointerEventData data, CarSystem car) { car.TurnCar(0); }
void OnPointerDownLeftDelegate(PointerEventData data, CarSystem car) { car.TurnCar(-1); }
public GameSystem() { m_carSystem = new CarSystem(); m_shipSystem = new ShipSystem(); }
public controller() { m_carSystem = new CarSystem(); m_shipSystem = new ShipSystem(); }